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Allowed Alyx to fly properly
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@ -156,6 +156,8 @@ ConVar npc_alyx_crouch( "npc_alyx_crouch", "1" );
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#ifdef MAPBASE
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ConVar npc_alyx_interact_manhacks( "npc_alyx_interact_manhacks", "1" );
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ConVar npc_alyx_interact_turrets( "npc_alyx_interact_turrets", "0" );
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ConVar npc_alyx_allow_fly( "npc_alyx_allow_fly", "0", FCVAR_NONE, "Allows Alyx to use FL_FLY outside of scripted sequences, actbusy, or navigation." );
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#endif
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// global pointer to Alyx for fast lookups
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@ -885,7 +887,11 @@ void CNPC_Alyx::GatherConditions()
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// ROBIN: This was here to solve a problem in a playtest. We've since found what we think was the cause.
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// It's a useful piece of debug to have lying there, so I've left it in.
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if ( (GetFlags() & FL_FLY) && m_NPCState != NPC_STATE_SCRIPT && !m_ActBusyBehavior.IsActive() && !m_PassengerBehavior.IsEnabled() )
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if ( (GetFlags() & FL_FLY) && m_NPCState != NPC_STATE_SCRIPT && !m_ActBusyBehavior.IsActive() && !m_PassengerBehavior.IsEnabled()
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#ifdef MAPBASE
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&& GetNavType() != NAV_CLIMB && !npc_alyx_allow_fly.GetBool()
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#endif
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)
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{
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Warning( "Removed FL_FLY from Alyx, who wasn't running a script or actbusy. Time %.2f, map %s.\n", gpGlobals->curtime, STRING(gpGlobals->mapname) );
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RemoveFlag( FL_FLY );
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